Score entertainment’s Expanded format current rulings document



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Additional Timing Rules


    • Effects that happen “at the beginning of a turn,” “when entering Combat”, “at the end of Combat”, and “at the end of a turn” have their effects resolved in this order. The player whose turn it is resolves all of his effects first, in any order, followed by his opponent, in any order.




    • “When entering Combat” effects are resolved before the defender draws 3 cards.




    • Card effects are resolved in the order they appear on the card, unless otherwise specified.




    • Cards are discarded/removed from the game immediately after all effects on the card are resolved.

Discarding/Rejuvenation



  • At the end of every turn, all players discard down to, at most, two cards in their hand.

Card Type Clarifications

The following clarifications are based on the various card types and how they are utilized within the game. This section also contains rulings that are specific to a certain card type.



Allies

Ally Cards

  • Allies are limited to 1 copy per deck. You may have multiple personality cards of the same character and the same level, but they may not be duplicates of each other.


Example: A Player may have Gohan, the Furious level 1 from the Trunks Saga and Gohan level 1 from the Saiyan Saga in his deck, but he may not have more than one copy of each.


  • Allies are considered Named cards.




  • You can have up to 3 of each Level (Levels 1 and 2) of Saibaimen in play, and you can have them separate from each other, or overlay them, depending upon your playing style. That means that you can have up to a total of 6 Saibaimen Allies in play (3 Level 1’s and 3 Level 2’s). There can only be a total of 3 Level 1 Saibaimen and 3 Level 2 Saibaimen in play at the same time. You cannot do this, however, if you or your opponent is playing Saibaimen as a Main Personality.



  • The High-Tech card versions of Main Personalities cannot be used as Allies.







  • Allies are placed in play during the Non-Combat step, and players may place in play as many Allies as they wish during this step. Players may not have more than one Personality card of the same Ally in play at one time.


Example: A player can have Nappa Level 1 out in play as Vegeta’s Ally, or a Nappa Level 2 out as Vegeta’s Ally, but that player cannot use both of these versions of Nappa at his different levels as two SEPERATE Allies.


  • A player can have one level of an Ally in play, and another player can have a different level of the same Ally in play. Both players cannot have the same level Ally in play at the same time.


Example: Player A can have a Level 1 Nappa in play as an Ally, and Player B can have a Level 2 Nappa in play as an Ally. But, both players cannot have Level 1 Nappas in play at the same time or have Level 2 Nappas in play at the same time.


  • A player can overlay a higher level Ally on top of a lower level Ally, in numerical order and when this occurs that Ally is raised to its highest power stage. When this happens, that player’s opponent(s) can place any lower level versions of that Ally in play as an Ally.


Example: Player A places a Nappa Level 2 on top of his Nappa Level 1 Ally that is already in play, and Nappa Level 2 is raised to his highest power stage. Player B can now place a Level 1 Nappa in play as an Ally.


  • Allies can be chosen to benefit from power-up cards instead of the Main Personality, unless the power up card specifies its power benefits the player’s Main Personality only.


Allies In Combat

  • When attacked, after all Combat effects have been resolved, and damage is calculated, the defending player can choose to have the damage dealt to either his Main Personality, or any one Ally. All damage is dealt to the selected personality. If an Ally is reduced to 0 power stages, all remaining damage is taken from the Life Deck.




  • An Ally may assume control of a battle at the beginning of your Attack Phase of Combat when the Main Personality is at 0 or 1 stage above 0. The Main Personality resumes control immediately after Combat ends.




  • Main Personalities’ Allies may use their Personality card powers only once per Combat (with the exception of Constant Combat Powers).




  • If an Ally assumes control of a battle, then use his power stages for computing damage, and not the Main Personality’s power stages.




  • If an Ally’s power/attack gives your Main Personality anger or power stages, and that causes your Main Personality to be at 2 power stages above 0 or higher, as soon as the Ally’s attack is over, your Main Personality would resume control of Combat.




  • Whenever a personality performs an attack, the controlling player may not have another personality take control of Combat until all the effects on the card have been resolved.


EXAMPLE: Goku is at 1 power stage above 0 and performs Gohan’s Kick (Cell Games #8). Until all the effects of Gohan’s Kick is resolved (including damage), Goku cannot have any allies take control of Combat.
- Whenever a personality uses a card effect to defend against an attack, the controlling player may not have another personality take control of Combat until all the effects of the card have been resolved.

EXAMPLE: Vegeta performs Saiyan Power Kick (Cell Saga #53) against Goku, who is 1 power stage above 0. Goku stops the attack with Vegeta’s Surprise Defense (Saiyan Saga #100), and no other allies that Goku has can take control of Combat until all of the effects of Vegeta’s Surprise Defense have finished.
- Whenever an opponent plays or uses a card outside of the “Defender Defends” phase, you may have one Ally take control of Combat before any effects occur, including secondary effects.
EXAMPLE: Goku has Gohan, the Protector (World Games #167) as an ally. Gohan, the Protector has a Constant Combat Power that reads, “Your Allies cannot be removed from the game. If Videl was in play…”

Goku is currently at 0 and his opponent plays Cell’s Presence (Cell Saga #158) which removes all of Goku’s allies in play. Goku can have Gohan, the Protector take control of Combat for him before the secondary effects of Cell’s Presence happen to keep his allies from being removed from the game.


Combat Cards

  • Combat cards are cards that say "Combat" directly below the picture of a card ("Combat" cards do not include "Physical Combat" and "Energy Combat" cards). Combat cards are used to either take the place of an attack, or to defend against an attack. When using a "Combat" card to defend against an attack, follow all of the rules from phase (c) Defender Defends.


Example: Trunks attacks Cell with a "Combat" card that says, "Choose an Ally from your discard pile or Life Deck, and place it into play at its highest power stage." All of the effects on this card are "secondary effects" and they are resolved during Step 3 of the Battle Sequence.
Dragon Balls

Dragon Ball Cards

  • If you discard a Dragon Ball while you are discarding life cards of damage, it does not count toward the total amount of life cards of damage that you are discarding. Regardless of whether the Dragon Ball is removed from the game or placed at the bottom of your Life Deck, it does not count towards the amount of life card damage total.


Example: Player A successfully performs an energy attack resulting in Player B receiving 4 life cards of damage. Player B discards two cards from his Life Deck, but the third card to be discarded is Earth Dragon Ball 4. Earth Dragon Ball 4 is not in play so Player B places Earth Dragon Ball 4 at the bottom of his Life Deck. Player B must now discard two life cards to conclude the damage.


  • If a player only has Dragon Ball cards left in his Life Deck, then that player loses the game if Life cards of damage are dealt to him.


Example: Player A’s Life Deck contains only 3 Dragon Ball cards. Player B inflicts 1 life card of damage on Player A due to a successful physical attack. Player A loses, because he/she cannot discard a life card.


  • Dragon Balls are NOT Non-Combat cards, but they are played during the Non-Combat Step (Dragon Balls have “Non-Combat” printed on them so players know when to play the card). When a Dragon Ball card is placed in play, the player MUST use its power(s) immediately.




  • Dragon Balls cards numbered 1-7 are restricted to one copy per deck. You can have only one of each numbered Dragon Ball card in your deck


Example: Player A has one Earth Dragon Ball 1, one Earth Dragon Ball 2 etc. in his deck.


  • When a player discards a Dragon Ball card from their hand or their Life Deck, check and see if a duplicate is in play. If a duplicate is in play, remove the discarded Dragon Ball card from the game. If there is not a duplicate in play, place the discarded Dragon Ball card at the bottom of your Life Deck.




  • Cards that affect other cards may NOT affect Dragon Balls, unless that card specifically states that it can affect a Dragon Ball.


Capturing Dragon Balls

  • When a single attack forces another player to discard 5 or more life cards from his Life Deck, the attacker can choose to capture one of the defending opponent’s Dragon Balls cards that is in play (along with dealing the damage from the attack). The Dragon Ball is captured immediately after damage is dealt, and all effects from that Dragon Ball are resolved immediately, if you choose to use the Dragon Ball.




  • If Bulma, Krillin, Saibaimen, Chi-Chi, Tien, Yamcha, Garlic Jr., Guldo or Frieza are used as Allies that have assumed control of a battle, players can choose to have that Ally capture an opponent’s Dragon Ball card in play, instead of doing damage from an attack that would cause life cards of damage.




  • The Ally must make a successful attack and deal life cards of damage. That Ally can then choose not to deal the damage, and instead capture an opponent’s Dragon Ball card in play.




  • When a Dragon Ball is captured, the player who captures it may decide to use all or none of its power(s) immediately.


Achieving a Dragon Ball Victory

  • When a player has all 7 Dragon Balls of the same type, in play, under his control, that player wins (see Capturing Dragon Balls).




  • If a player has captured the last Dragon Ball card that he requires to achieve a Dragon Ball Victory, that player must wait until the beginning of his next turn in order to win by achieving a Dragon Ball Victory.




  • If that player still controls all of the Dragon Balls at the beginning of his next turn, he wins the game. But if any of those Dragon Balls are captured from that player during that time, and that player re-captures them, then that player must wait another turn before achieving a Dragon Ball victory.




  • If a player uses a card to search for the last Dragon Ball he needs to win the game, but it is the last card in his Life Deck, he loses the game.

Example: Player A has Earth Dragon Balls 1-6 in play, and then he uses Vegeta’s Smirk to get Earth Dragon Ball 7, which is the last card in his Life Deck, he would lose the game.


Non-Combat Cards

  • Non-Combat cards cannot be used during the Non-Combat step, but Drills are always active and some of them can be used during the Non-Combat step.




  • Non-Combat cards are placed in play during the Non-Combat step. Allies are placed in play during this step, as well. There is no limit to the amount of Non-Combat cards you may place in play, or may have in play. Any Non-Combat cards drawn into your hand during the Combat step cannot be placed in play until your next Non-Combat step.




  • Non-Combat card powers that are indicated in the card text may ONLY be used during the Combat step. When a player places a Dragon Ball card in play, the player must still use the card power immediately, but you may only use cards such as Power Up!, or Blazing Anger during Combat.


Example: Player A places the Power Up the Most card in play during his Non-Combat step, and enters his Combat. The defending player B draws his 3 cards and player A attacks with his Power Up the Most that was placed in play during the Non-Combat step.


  • Non-Combat cards are discarded after players have used the card’s special powers indicated in the card’s rules text.

Drills


Drill Cards

  • Drills are Non-Combat cards whose card title ends in the word “Drill”. Unlike Non-Combat cards, Drills are kept in play after use and can be used multiple times throughout your turn. The abilities of a Drill may only be used by the controller of that Drill, with a few noted exceptions. Some Drills are used by all players, which will be specified in the card text itself. The following is a list of Drills that are used by all players, and have been clarified to say that:

No, Really Drill?

Blue Battle Drill

Black Water Confusion Drill

Breakthrough Drill

Knockout Drill

Trunks Effortless Drill

Huge Drill




  • Some Drills are constantly active, while others must be activated during certain parts of the game. The following Drills are those which must be activated:

Orange Lifting Drill (SS#126)

Black Takedown Drill (SS#127)

Blue Reversal Drill (SS#133)

Meditation Drill (SS#149)

Orange Destruction Drill (FS#67)

Android 20’s Absorbing Drill (TS Preview1)

Orange Power Shifting Drill (TS#13)

Red Gravity Drill (TS#23)

Orange Special Beam Cannon Drill (TS#71)

Black Energy Deflection Drill (TS#74)

Orange Energy Dan Drill (TS#138)

Trunks Guardian Drill (TS#125)

Speaking With The King Drill (CS#100)

Blue Diving Punch Drill (CS#144)

Champion Drill (SZ3)




  • A Player can have only one Martial Arts Style of Drill in play at one time (Red, Blue etc.), but can have different Drills of the same Martial Arts Style in play at the same time.


Example: A player can have a Blue Enemies Drill and Blue Cradle Drill in play at the same time, but cannot place a Black Takedown Drill in play along side the two blue Drills.


  • Players cannot have duplicates of the same Drill card in play at the same time (with the exception of Named/Freestyle Drills).




  • Drills stay in play until the players Main Personality goes up or down a level or a card power removes the Drill card(s) from play. When a Main Personality changes levels, all of that player’s Drill cards are discarded immediately.




  • If a Main Personality is forced to go down a level, all of his Drills are discarded, and that Main Personality’s power stages are set to 5 above 0.




  • Restricted Drill cards are Drill cards that contain the following in the card power text, “Cannot be used with other (Martial Arts Style) Drills in play on the table”. These cards cannot be placed in play if there are any other (Martial Arts Style) Drills in play on the table.


Example: If Player A wishes to place a red Drill in play, and a red restricted Drill is already in play, the restricted Drill is discarded immediately when the red Drill is placed in play. But, if Player A had a red Drill in play, and Player B had a red restricted Drill in his hand, then he could not play the restricted Drill.


  • If a player places in play a duplicate of a restricted Drill that his opponent(s) has in play, then both restricted Drill cards are immediately discarded.


Example: If Player A places Red Pressure Point Drill (Saiyan Saga #148) in play and Player B has already has Red Pressure Point Drill in play, both Players discard Red Pressure Point Drill.


  • When a player has a Drill in his hand that cannot be placed in play because it doesn’t match the Martial Arts Style of Drill he already has in play (with the exception of Named/Freestyle Drills), he may show it to his opponent(s) and shuffle it into his Life Deck. A player can decide NOT to do this and can retain the card(s) in his hand. Regardless of which choice the player makes, that player does not draw another card from the Life Deck to replace the unusable Drill card.





Example: Player A has Orange Joint Restraint Drill in play (All of your physical attacks do +4 power stages of damage). During Combat Player A successfully attacks with the Physical Combat card Tien’s Physical Attack (Physical attack doing 5 life cards of damage). The attack would then deal 5 life cards of damage and Orange Joint Restraint Drill would add 4 power stages of damage to player A’s opponent.
Named and Freestyle Drills

  • Named Drill cards (Drill cards with Personality names in the card title) and Freestyle Drill cards (Drill cards without a Martial Arts Style… Named Drill cards are also considered Freestyle cards) may be placed in play with other Martial Arts Styled Drills (Red, Saiyan etc.) without restriction. Players may also have multiples of these cards in play.




  • The Named card rule also applies to Named Drills. A player can include in their Life Deck up to 4 duplicates of any card with the name of their Main Personality in the card title, including Drills.




  • Named and Freestyle Drills are discarded just like other Drills when the Main Personality gains/lowers a personality level.




  • Named Drill cards are not subject to the duplicate Drill card restriction, you can have maximum of 4 duplicate Named Drill cards in play.

Miscellaneous Clarifications


  • The Difference Between “Costs” and “Requirements”

 

What is a Cost? To avoid any confusion on the term “cost” the following definition now is in place: A cost exists on a card only if the word “cost” (or the terms “costs” and/or ”costing”) appears on the card itself. Energy attacks that don’t tell you the basic cost on the card gain “Costs 2 power stages to perform” after the sentence describing the energy attack.

 

What is a Requirement? Any condition that must be met when playing a card that is not specifically named on the card as a cost. If a card doesn’t specifically use the word “cost” or “costs” (or costing on some older cards), then any requirement that must be met to play such a card cannot be affected by cards the influence or are influenced by the cost of cards.  


EXAMPLE: Namekian Wrist Grab (Android Saga #26) reads, “Namekian Heritage only. Physical attack doing 6 life cards of damage. Costs 2 power stages to perform.” The 2 power stages is the cost of the attack.

Black Physical Focus (Trunks Saga #141) reads, “Physical attack. When you perform this attack you may pay any amount of power stages from your Main Personality. For each power stage paid, do +1 power stage of damage.” The ability to pay power stages to have this attack do additional damage is a requirement.
EXAMPLE: Straining Energy Move (Frieza Saga #22) reads, “Energy attack costing 1 life card to use. If successful, end Combat.” Saiyan Face Stomp (Android Saga #110) reads, “Physical attack doing +4 power stages of damage. If you declared a Tokui-Waza, you may discard the top card from your Life Deck to do an additional +3 life cards of damage.”

The discarding of the life card for Straining Energy Move is a cost, but the discarding of the life card for Saiyan Face Stomp is a requirement.
EXAMPLE: Kid Trunks (level 2) (Buu Saga #167) reads, “Constant Combat Power: During your ‘Attacker Attacks’ phase, you may discard a card from your hand to have Kid Trunks perform an energy attack that costs 2 power stages to perform.” The discarding of a card is a requirement, while paying the 2 power stages is a cost.
EXAMPLE: Player A has Majin Babidi’s Ship (Babidi Saga #35) in play. Player A uses Orange Uppercut (Android Saga #72). Player A only has to pay 2 power stages to search his Life Deck for an Energy Combat card because the requirement is not affected by Majin Babidi’s Ship.
EXAMPLE: Player A has Kid Trunks (level 1) (Buu Saga #166) as his Main Personality which reads, “Energy attack doing 5 life cards of damage. If successful, for the remainder of Combat you may discard the top card of your Life Deck instead of paying costs for any energy attacks Kid Trunks performs.”

During Combat Player A uses Kid Trunks’ Power, which becomes successful. Later on in that Combat he plays Straining Hand Blast Move (Cell Saga #102) which reads, “Energy attack doing 7 life cards of damage. Discard a card from your hand. If successful, remove all Non-Combat cards, Battlegrounds, and Allies from the game. Your opponent may draw up to 3 cards.”



Kid Trunks cannot discard a card from his Life Deck to “pay” for the card he has to discard from his hand from Straining Hand Blast Move. If Kid Trunks does discard the top card of his life deck to avoid paying costs of the energy attack, he only avoids paying the 2 power stages of the energy attack. Discarding a card from your hand from Straining Hand Blast Move is not a cost.

EXAMPLE: Saiyan Face Smash (Cell Games Saga #96) reads, “Saiyan Heritage only. Physical attack doing +3 power stages of damage. For the remainder of Combat, whenever your opponent uses a Physical Combat card, he has to discard the top card of his Life Deck.” The discarding a life card from playing a Physical Combat card is not a cost.
EXAMPLE: Player A has Orange Gambit (Buu Saga #85) attached to his Main Personality. During Combat, Player A has Saiyan Face Smash (Cell Games Saga #96). Player A must still discard a card from his hand when he plays a Physical Combat card.


  • When a Non-Combat card attaches itself to another card in play, you must use the card before it attaches itself to the appropriate card. Any cards that would prevent you from using a Non-Combat card would not affect an “attaching” card after it has already been attached. Cards that remove Non-Combat cards from play may remove attached Non-Combat cards and their effects would be absolved.


Example: If Player A has used Saiyan Inspection and has attached it to Player B’s Main Personality, and on Player B’s next Non-Combat Step he places City in Turmoil in play. Player B would still not be able to use his Main Personality’s Personality Power. Player B may use Blue Betrayal Terms to remove Saiyan Inspection and he would then be able to use his Personality Power.


  • When a card effect states the “maximum” amount of damage you can take from an attack, it only affects the type of damage stated.


Example: If a player has Orange Haulting Drill in play and Tien’s Physical Attack is performed against them, they would take 5 life cards of damage if the attack was successful.


  • Cards or effects (such as a Final Physical Attack) that prevent a player from performing actions during Combat will not stop the use of cards that have been previously played (such as Time Is A Warrior’s Tool or Drills that do not require “use”).




  • When a card is discarded from play, it leaves play first before it reaches the discard pile. When a card is removed from the game from play, it leaves play before it is removed from the game.


Example: Player A has Dying Planet (Android Saga #96) in play. Player B uses Land In Pain (Cell Saga #P6) to discard Dying Planet. Dying Planet leaves play before it reaches the discard pile, so it is able to go into the discard pile. It does not remove itself from the game with its own power.


  • Clarification of “Cherry Picking Rule” --When a card allows for you to search your Life Deck for a card, you must show your opponent(s) those cards.


Example: Trunks Finds the Answer allows you to search your Life Deck for up to 2 Trunks Named cards. You must show your opponent those cards that you search for.

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